Kingdom Come: Deliverance - All News
Thursday - August 28, 2014
Kingdom Come - Video Update #7 Released
has posted the seventh video update for Kingdom Come: Deliverance.
Check our new video update #7. Dan talks about the upcoming Tech Alpha, our new composer, our new merchandise and so on. You can still support the game at http://pledge.kingdomcomerpg.com/ See you there, thank you!
Tuesday - August 19, 2014
Kingdom Come: Deliverance - Alpha Update
Any news on alpha? Really looking forward to this game?
Mark September/October in your calendar. We are nearly there and be sure, we are as excited as you are.
Sunday - July 20, 2014
Kingdom Come - Interview @ Area Autodesk
Area Autodesk did a new interview with with Warhorse Studios. The interview layout is a little weird but ignore it for more information on the game.
The Area: We are happy and very excited to have the chance to speak with Warhorse Studios, arguably one of the hottest game studios in the Czech Republic. Back in February, Warhorse Studios completed their Kickstarter campaign, where upon asking for £300,000, were instead greeted with a little over $1.8 million USD. Congratulations on such a successful campaign! That said - once you start factoring in all of the actual costs needed to make the scale of game that you have in mind, this money is maybe just enough to cover things like salaries, hardware, software/game engine license, rent, and other general expenses for running a company. Something that you most certainly already know! So, Dan, how and when did Warhorse Studios and "Kingdom Come: Deliverance" become a reality?
Dan Vávra: Warhorse was established about two years ago by myself, Martin Klíma and several veterans from the Czech gaming industry and the reason was simple – there was no chance to work on games that we would like to make in any existing studios. And since we wanted to work on something new and innovative and there was zero chance that we could do it under a big publisher's wings, we started a new company.
The Area: Certainly the history of "Mafia" and subsequent titles are known amongst gamers, but for those who only know you for the first time through "Kingdom Come: Deliverance", can you give a bit of background on yourself?
Dan Vávra: I am part of the 80's computer generation – people who grew up with the first 8-bit computers, played the first games on the ZX Spectrum and C64 and started to make their own stuff on the Amiga. I started as an artist in Illusion Softworks and after some minor work on its first game “Hidden and Dangerous”, I went on to be the Writer, Designer and Director on “Mafia: The City of Lost Heaven”. I wrote and designed “Mafia II” and worked on some others, sadly unreleased projects.
The Area: As overseer in the production of this game and making sure that all gears are greased, so to speak, what are some of the main tasks you have to take care of?
Dan Vávra: I am the Creative Director, so I have my fingers in most aspects of the game. But my biggest task is of course design and writing.
Our game is so massive, that there is no chance I would be able to write everything myself, so we have seven other writers and lots of scripters ... I work kinda like a show runner on TV – I work with other writers, prepare concepts for the story, review their work, we brainstorm a lot and the I write parts of the story myself.
Friday - July 18, 2014
Kingdom Come: Deliverance - Now Hiring
The latest kickstarter update for Kingdom Come: Deliverance brings news the developer is now hiring for a man/woman to help find, and work with a new publisher.
Do you know this man?
In this update we are going to talk about something else then development itself: the black art of selling the game, and why we need your help again.
The outcome of the Kickstarter campaign was a great vindication of our effort and it made possible an option we only dreamed about before: to go directly to market, without a publisher that funds the development. This is a very attractive proposition but there are several things we need to consider. Firstly, there is no such thing as going ‘directly to market’. At the very minimum we will have to deal with Valve, Microsoft and Sony – all of these companies are very nice to deal with, but they still are an intermediary between us and the players. Secondly, publishers do lot of useful things and could allow us to bring the game to more players, for example by providing more localizations or by increasing awareness of the game among the gamers.
Since the end of the Kickstarter campaign we have been approached by several distributors or publishers, with different offers, some seem very good. As we were pondering these, we came to realize that this may be a skill we are missing: Dan knows a lot about design and what makes games fun, I, hopefully, know something about production and about keeping the development on time, but neither of us is a real salesman.
So this is where you come in. We are looking for a person that would join our team as a Chief Commercial Officer. This is a fairly senior position and we are looking for somebody who has experience with games business. It can be somebody from a game publisher who wants to come over to the Light Side, it could be somebody from a game developer who is looking for a new challenge, it could be anybody who has skills and experience in doing business with games.
Formal description of this position can be found on our LinkedIn page.
All our backers are people interested in games, many of you work in the industry and even if you don’t, I bet you know somebody who does. If someone’s name flashed across your mind when you were reading the last paragraph, please do us a favor and point them in our direction. Or, if you are interested yourself, of course do not hesitate to get in touch. This position is a tremendous opportunity to join our team and shape our policy toward publishers and distributors from the ground up. We are still small studio, our management structure is very, very flat and you will not be burdened by cumbersome bureaucracy.
Let us know.
Martin Klíma, Executive Producer
Thursday - July 17, 2014
Kingdom Come: Deliverance - Interview @ Cliqist
Cliqist is back with another short interview with Warhorse Studios PR Manager Jiri Rydl, and talk about Kingdom Come: Deliverance.
Cliqist : Once the $2,000,000 stretch goal is reached, what additions or changes can we expect to see to Kingdom Come: Deliverance?
Jiri Rydl : First of all we have to keep our promise and start to talk about the best voice overs we would like to hear in our game. It is not an easy task – you can’t just walk into Hollywood and talk to actors :-]
Cliqist : What has been the most challenging component for Kingdom Come: Deliverance’s development?
Jiri Rydl : The whole game is a big challenge :-] From development point of view it is probably our unique system for clothing, which helps us to create living world full of people with their own style.
Cliqist : If there will be a beta for backers, is there a release date in mind for it?
Jiri Rydl : Beta should be released in Q3 2015, but you can try alpha in the meantime. Alpha version should be available in September/October this year.
Tuesday - July 15, 2014
Kingdom Come - AI Conference 2014 Video
Warhorse Studios has a short post post about their game at the AI Conference 2014. In cace anyone us curious here is the recorded live stream from last week.
GameAiConf our lead AI programmer Tomáš presents Kingdom Come: Deliverance
Wednesday - July 09, 2014
Kingdom Come: Deliverance - Home Sweet Home
Warhorse Studios has posted the next update for Kingdom Come: Deliverance with a status update on the new office, and talk about the development of the game.
Home Sweet Home
When we founded Warhorse we could watch from the windows of our new offices the demolition of an old factory, which gradually turned into a huge hole in the ground, from which a new building started to emerge. Every day we could follow the erection of this mega office building, in the bowels of which there was also to be a massive concert hall one day. It was surprising how few laborers there were working on the construction. At the time there were only nine of us. There were certainly more of them and we used to joke "Let's see who gets the job done first - us building our virtual world, or them building a real world edifice!"
And what else is new here apart from the move? It seems we have finally reworked the plan as we decided last month and began applying agile development and combined teams of people from various areas, who are working on one thing at the same time. The first major task was the implementation of an alchemistic "mini game", which isn't mini at all, but a relatively massive game in its own right. One of our new designers, Jakub, is in charge of it. When we were dealing together with the alchemy on paper, we came across a whole range of problems, as well as the fact that he didn't know which of our ideas were feasible and which weren't.
Now he has at hand two programmers, an animator and several graphic designers and they deal with the whole thing as a team. They were a little surprised at the outset that no one was strictly dictating to them how it was supposed to be and, on the contrary, that they should sort out the issues together and figure out what was possible, but it seems they are starting to get the hang of it. It’s something of a trial by fire. In the course of it, Jakub discovered much more quickly what was possible and what was not, and in a week they should be delivering a functioning alpha version of the mini game. To be honest, I am very curious whether it will be good and this approach proves itself, or whether it will be not so good and we will have to go back to the drawing board.
Just as in almost all RPGs, we too will have the option of drinking alcohol in the game, and since it will be there, we want it to lead somewhere. So it will influence the stats of the player’s character in some way. That’s normal too. Only we said to ourselves that we didn't want it just to add a bit of health and then have a fuzzy picture. We want the lightened mood to raise charisma, speech and stats, allowing the player, for example, to persuade an NPC more easily. We want it to raise his self-confidence, while advanced drunkenness would, on the contrary, lower his stats.
That's all still easy enough, only we also want differences between various types of alcohol - for bad quality booze to make the character more ill than quality booze, which would show in a longer lasting hangover, and maybe that bad beer would make him throw up sooner (there will be puking, of course).
Well, then, we add to that a quality that most items have anyway. Only what will be the difference between beer, wine and spirits, when they are all of the same quality? Well, a person has to drink a lot more beer than spirits to get drunk and it fills him up a lot more. So, since we have overeating, the beer will behave like food and it will be possible to get overfull before one gets drunk, or get poisoned if it’s bad booze, and then we might easily have a number of different beers of various quality and other parameters. But, since moderate indulgence in alcohol increases the player's positive stats, he could exploit it by maintaining a permanent state of tipsiness and we have to somehow pre-empt that.
Wednesday - June 18, 2014
Kingdom Come - 15th Century Vegetation
Warhorse Studios has a new forum post for Kingdom Come: Deliverance where they take a look at how Vegetation would have looked like in the 15th century.
Spring is coming to an end and summer stands around the corner. As you probably know, KCD will also take place in springtime. After your grate discussion about arrow quivers I am wondering which vegetation was typical in the early 15th century. Which plants, weeds, crops and trees do you know? Let’s say goodbye to the spring with a discussion, pictures and facts about medieval vegetation in Central Europe.
Sunday - June 08, 2014
Kingdom Come: Deliverance - New Screenshots
Lightning Gaming News has ac ouple of new screenshots for Kingdom Come: Deliverance.
Warhorse Studios have unleashed a trio of HD screenshots from Kingdom Come: Deliverance, showcasing the power of CryEngine in the beautifully rendered images. The screens illustrate horseback riding, an idyllic scene where a villager indulges in some fishing sitting atop a small wooden bridge, and a solider maintaining overwatch at a castle. The action RPG set in Medieval Europe is currently on track for a release in Q4 2015 for the PC, OS X and Linux, with the Xbox One and PS4 versions expected to follow at a later date.
Thursday - June 05, 2014
Kingdom Come - Post Funding Update #26
Dan Vávra, Creative Director for Warhors' Kingdom Come: Deliverance writes in this Kickstarter update on the things that don't go that well in the development of the game, which is partly due to them doubling the team size.
Don’t get me wrong. Our design runs to several hundred pages - we don't pull the game out of thin air. Most of the features are described down to the minutest detail. Only then a situation come along where you are desperately trying to write the last few missing, but quite important features for the programmers, the designers meanwhile are working on lacking craft mechanisms and in the middle of it all ten new graphic and concept designers are asking for assignments. But to assign work to the graphic guys, you first have to read and comment the crafting design from the designers, which after two weeks of work by six people “surprisingly” runs to a hundred pages, and that you cannot read in five minutes.
So you make an agreement with the graphic artists that instead of creating assets for minigames they should first design situation plans and white boxes of the villages on the map and then start on the crafting next week after you've done your review. During the course of the revision, however, you discover that some of the designers haven’t quite gotten the idea of how the crafting should look, that two very similar activities from two different designers have completely different controls, and you will have to go over it with them, redo it and add some stuff that you didn't think of when conceiving the crafting, but turn out to be quite fundamental obstacles to its functionality.
So in the end it turns out that the graphic guys have to wait a week longer and the designing of features and handling the backlog will have to wait, too. The Boulder of Sisyphus has rolled back a bit. And then when you've finished all the crafting and show it to the programmers, they throw their hands up and tell you it can’t be done like that and they’re not going to waste two months of work on some nonsense like cooking and we should go and simplify it. So the graphic designers...
Sunday - June 01, 2014
Kingdom Come: Deliverance - Preview @ Cliqist
If you want to read another preview for Kingdom Come: Deliverance then head on over to Cliqist. Anyway it's nothing we haven't read before though.
The entire design of the game it meant to be as authentic as possible, including the attire, dialogue, and environment. Kingdom Come: Deliverance is meant to feel as if the player is directly in the year 1403, dealing with armies invading villages and sword fighting enemies.
A RPG just wouldn’t be the same without some sort of leveling or upgrading system though; so players have the option to design and create their own weaponry. All around the world are skill-based mini games to help improve one’s skill and equipment. Players can whittle away their days refining and upgrading weaponry or just making some alcohol and indulging in culinary masterpieces; there should be plenty around and about to occupy the player’s interest.
The combat system seems to be the most meticulously put together part of Kingdom Come: Deliverance. Warhorse Studios actually brought in professional swordsmen for reference and tried to make the physics as realistic as possible. Battles aren’t frequent events and castle sieges are considered to be a highlight in the story; so when they happen there’s weight and significance. However, there will still be plenty of times when the player will be up against crowds of enemies, so gathering allies would be a great idea.
Friday - May 16, 2014
Kingdom Come - Interview @ Boost Radio Network
The webpage for Kingdom Come: Deliverance has news of a new audio interview with Dan Vávra on the Boost Radio Network show 1080 Players.
Today we have something special: skype interview with Dan Vávra thanks to Boost Radio Network. It is in English and you can listen to it in the shower!
Thursday - May 08, 2014
Kingdom Come - Back to Work Update
Warhorse Studios has a new update with more information on the development of Kingdom Come: Deliverance, and include a new video to show some new features.
Every few weeks we have a company-wide presentation of the new stuff that has been created during the previous weeks. Since, due to having to catch up on the whole backlog, I haven’t had much time for dealing with the actual development, I was quite surprised how many new things had been created.
In the first place, we have the archery practically done, including most of the RPG stats connected with it and I dare say it’s that sophisticated we could put out an archery simulator ;-) The scripters then set up shooting of forest game, so you can set out hunting hare with your new bow and I gotta say anyone who manages to hit one of those bunnies is a sharpshooter. It really is awesome.
Our AI has learned to get characters to create queues in front of a door, give right of way to each other and close doors behind them. The horse riding has improved a bit, so for example when the rider now jumps from his mount on a hill, he drops perpendicular to the ground, and on the other hand he can mount the horse even in relatively complicated conditions. The model of the horse itself is being redesigned. The former one was a little short and when galloping sometimes looked a bit funny, so the horses are getting new models and a new skeleton.
Crowd funding continues
The most important news for us is that we’ve finally launched our own crowdfunding platform. It really took us a long time due to the whole range of various issues that arise when you want to make a complex system that must have no glitches, in view of the fact that it’s about money.
Planning and design
As far as me and design are concerned, this month we still haven’t gotten into the working regime I’d like to see. Fortunately we’ve managed to sort out most of the backlog. We created a long-term roadmap of the tasks for the game. We’ve finally decided, hopefully, where we will be moving to next month, because we no longer fit into the existing space.
Monday - May 05, 2014
Kingdom Come - Interview @ Digital Digging
Digital Digging has a new video preview/interview with Creative Lead Dan Vávra of Warhorse Studios, and ask him some questions about Kingdom Come: Deliverance.
If your not interested in watching the video the site has provided a transcript.
I was lucky enough to secure an interview with the creative lead at Warhorse Studios, Dan Vávra, and have the opportunity to ask him some questions about what’s going on under the bonnet of their spectacular game, Kingdom Come: Deliverance.
Saturday - May 03, 2014
Kingdom Come - Interview @ Worldsfactory
Worldsfactory had the chance to interview Warhorse Studios, and ask a few questions about their current game Kingdom Come: Deliverance.
You mentioned that the world will be approximately large 9 km², containing “a sprawling city, vast forests, majestic castles, and dozens of villages and hamlets devastated by war”. However, the number seems fairly small when compared to other popular open world RPGs such as Oblivion or Skyrim, which are roughly four times that large; don’t you fear that locations will be a bit too close to each other?
Very good question, we were surprised by the numbers of other games as well :-) We tried a scientific approach and moved with a character from north to south in Oblivion. The run from the top of the map to the bottom took about 7 minutes. In Kingdom Come: Deliverance it took 7 minutes to run from the city to stable, which is about 1.5 km. The problem is probably in the scale and faster running. So the result is that you don’t have to be afraid of small space. You can get lost in the woods easily :-)
How advanced is the AI system for noticing crimes? I’m kind of tired to either be able to steal anything without repercussions or to be captured by omniscient guards who had no chance of discovering the player character. Also, is it possible to escape out of jail and if so, will the player character be hunted across the land?
We have very advanced AI implemented in the game. Every guard has its own track to follow, of course they can see only in the line of sight and they sometimes need a break. So you can watch them and wait for the break or make some false alarm on the other side of a village to wile them of your way to loot. If you are seen, you will be probably attacked and then put in jail. Our crime system also counts with situations where nobody knows who is the criminal and the punishment is not only in the fine and jail, there is also some real punishment, but we will disclose this later.
Will there be companions to aid the player character in certain combat situations and if so, are they customizable and/or is it possible to give them orders during fights?
Sometimes you will have to fight with more opponents and there could be someone to help you. But I wouldn’t call them companions. NPC in Kingdom Come: Deliverance have their own lives and they don’t want to join you on your dangerous quest :-) You can be accompanied by a dog on the other hand!
Sunday - April 27, 2014
Kingdom Come - Interview @ PC Games Hardware
PC Games Hardware interviewed the developers at Warhorse Studios to talk about their funded kickstarter Kingdom Come: Deliverance. As usual here is a sample.
PC Games Hardware: The crowd- and privately funded Kingdome Come: Deliverance is one of the most ambitious games currently in development. Do you think that the greater part of the game-industry is funneled through a too-narrow path by the publishers and thus being held back in its evolution?
Dan Vávra: Yes, but I wouldn't say that it still is - it was. You don't need a publisher to develop and sell a game these days. Look at the Top 10 on Steam. 6 of 10 games are indies. Two years ago it would be one. Publisher model as it worked so far is a thing of the past.
PC Games Hardware: Some gamers are quite hyped by the thought of crowd-funding, some are cautiously reserved in fear of being disappointed or ripped-off and some of us are both. There's a difficult path in between for a developer to tread. How do you plan on doing so?
Dan Vávra: Game development is a risky process and everyone should be aware of this, especially when supporting someone on Kickstarter. Even the best developers make mistakes, games get delayed, features are changed on the go. Game development is research, not just manufacturing. There is lot of unknowns that can turn out to be more complicated than expected. So there is lot of risk, but the results could be awesome when things turn out right in the end. And that's why we do it and that's why its worth it to support new projects. We are trying to be open about what we do and how we do it. If there are troubles, we will tell people about it. People invested money in us, but we also invested a lot, I spent all my savings to get this project going and several years of work, lots of nerves, so I want this to be made the same or more than anyone else. :)
Friday - April 25, 2014
Kingdom Come: Deliverance - Paypal Pledges
Warhorse Studio have opened the paypal backer site for Kingdom Come: Deliverance . It's the perfect time to help fund the game if you missed the kickstarter.
Here are the details.
Crowd Funding Revolution
In the past, when you wanted to develop a big AAA game, you needed a publisher. You needed to convince guys in suits, who don’t understand games at all, to give you money. Those guys usually don’t like original unproven ideas and so most of the games were uninspired clones of each other. Fortunately these times are over.
Our game is being developed without the aid of traditional publishers, so it relies on your support and funding from private investors. Originally we tried to approach publishers, but they refused to finance project they considered to be too risky and niche.
After two years of development without finding a publisher to finance us, it seemed that we would have to close doors. So we tried our last chance and started a Kickstarter campaign. And it turned out that our game is anything but niche. We raised over £1.1 million (US$1.82 million) within one month and the response from gamers and media was awesome.
The game was saved and overnight it grew to be one of the most expected projects. We can hardly expressed how we felt after months of desperation. Now we are independent of publishers, funded by private investors and our fans. This gives us creative freedom to make the best game we can. If you like what we do, please support our game. In exchange you will get a chance to influence its design and play an early access version.
Help us to bring our vision to life. Help us to create not the 176th free-to-play mobile RPG MMO Elven village-builder with DIAMONDS™, but a unique, engaging experience we think you’d like to play. Every extra dollar will allow us to make the final product that much better because it means more money for development and more support from our investor.
Wednesday - April 02, 2014
Kingdom Come - Post-Funding Update #24
Warhorse Studio have just posted a new Kickstarter update for Kingdom Come in which they talk about the console version, web store, GDC, publishing woes, what they are planning for the next months and the increased size of the project team.
What is worth considering, though, is a distribution deal – one fine day we will need hundreds of thousands (one hopes) of actual boxes for the stores and for that we will need someone who knows what they’re doing, because it’s certainly not our thing. So cutting a deal with someone who will put the game out in their boxes and take a cut of the profits, leaving us with creative freedom, is quite a sensible option.
We’ve already had a whole bunch of meetings with such potential partners. We’ve also heard, of course, from publishers, though mostly just the ones who showed the greatest interest even before our campaign. The offers were a mixed bag and it can be said that the smaller the publisher, the more sensible the offer. It seems the big publishers have yet to grasp the concept that unless they offer serious money and accept a significant share of the risk, nobody actually needs them for anything anymore.
A funny thing happened, where a big publisher described the massive costs they intended investing in marketing, on account of which we would have to give them half our profits. Then a big, prestigious marketing agency told us they would do exactly the same thing for half the cost if we dealt directly with them. What would you do in a situation like that? A deal like that might be OK for someone who doesn't have a dime and really needs someone to pay their marketing costs. But if you do have the cash for that...?It seems that the smaller publishers are much more sensible. I get the feeling they have a much better idea about the way the world is moving.
I’ve been telling everyone from the very start of the company that it would probably be best for us to put the game out ourselves (if we had the cash for it, of course). Following all the meetings, the rest of our GDC delegation also came to a similar conclusion, including our investor’s representative. We can easily put out the digital version of the game for PC and console and share with smaller distributors, who have been much more forthcoming than the big guys, on the boxed game. In the past you needed a publisher as a go-between for a whole range of services that developers didn't have access to, but today the only thing they have going for them is money, and if they don't want to spread it round or you don't need it, then they're basically good for nothing.
Sunday - March 30, 2014
Kingdom Come: Deliverance - 5 Reasons to Buy
A youtube user by the name of karpathyz has posted a video about Kingdom Come: Deliverance, and gives five reasons why we should give them all our money.
Kingdom Come deliverance gameplay has us excited. Here's our Kingdom Come deliverance preview with all the gameplay straight from Warhorse, after their Kickstarter. It's out on PS4, Xbox One and PC.
Friday - March 21, 2014
Kingdom Come - Preview @ PC Gamer
PC Gamer has a new preview for Warhorse studios Kingdom Come: Deliverance.
An RPG lives or dies by its quests, however. Thankfully, Deliverance’s look fresh and dynamic. Warhorse talk of leading an army to besiege a bandit fort, playing a medieval investigator searching for a mass murderer, interrogating, bribing and threatening people, and even (tugs at collar) seducing ladies. Each quest has multiple solutions – whether by sword, smarts or swoon-worthy charm.
For Vávra, quests must engage. “Collect seven pieces of the magic sword/staff/amulet/spear and use it against mystical evil which is going to destroy the world?” That’s not quite Vávra’s style. “Some want NPCs to react naturally to your actions, we want the world to work naturally. And when you do that and do it right, then most clichés disappear and even small basic quests like ‘bring this item from place A to place B’ make sense and feel authentic.”
The first 30-hour act of Kingdom Come: Deliverance launches in the next six months. Then, nine months apart, Warhorse will release a further two acts. Take the fantasy away from swords an shields, and you have a subject matter that’s clearly captured the imagination of its backers. But how far will it take its realism? Permadeath via a gammy leg after 20 hours would no doubt win a few people over.
Saturday - March 08, 2014
Kingdom Come - Interview @ Gamingbolt
Gamingbolt took the time to interview Creative Director Dan Vávra of Warhorse Studios, and ask a few questions about his RPG Kingdom Come: Deliverance.
Rashid Sayed: You guys recently claimed that the map size of Kingdom Come Deliverance will be as big as Red Dead Redemption. Is this the case of all the three acts combined or is this the size of the first act?
Dan Vávra: First Act only. Second Act will add a new map, which will be little smaller and will take place on both maps and third Act will be very big.
Rashid Sayed: How are you tackling level design in such a massive open world, given that there a ton of activities you can do?
Dan Vávra: That’s is one of major challenges – make it all work together =). We are developing set of tools to make it as easy as possible. We have our own software for writing quets which directly exports data into the game. We have set of rules which are applied to every quest design. But it’s still going to be hard =).
Rashid Sayed: The game promises to tell a non-linear story. In that case how are you handling the mission structure? Is the player allowed to complete missions in any order and whenever they want?
Dan Vávra: We needed to find balance between good story and nonlinearity. So we are not going to be as free as lets say New Vegas or Witcher 2. The main story has some branches, but still leads to one historic event that can’t be changed. What can be changed are fates of different characters and their relationship to you. All quests on the other hand could be completed in several different ways.
Rashid Sayed: Most role playing games seem to deviate from providing rich side questions by making the player do silly things. How are you planning to keep side quests relevant to the main story line?
Dan Vávra: We did lot of research at the beginning and the world really lives. So when we will try to utilize all of our knowledge, world mechanics and situations, while sticking to our “authenticity is everything” philosophy, we have tons of interesting believable and natural situations for quests.
Friday - February 28, 2014
Kingdom Come - Inteview @ Gamestar
Gamestar has a new interview for the funded kickstarter Kingdom Come: Deliverance.
It was really interesting to read that blog about how the project was funded. I am pretty sure you never underestimated the risks you were taking with Kingdom Come since you're familiar with how the industry works. What motivated the team to start working on such expensive and large, ambitious debut project, obviously an AAA-scale title and not something more humble?
We love the era and setting and we love RPGs. And since there were no games that would mix the setting with our favorite RPG mechanics, we had to develop one:)
Couldn't help but think Mount & Blade — a series so familiar to historical reenactment enthusiasts — when I was reading Kingdom Come description. Are you familiar with the series? How different is your concept and vision of the gameplay mechanics from those of TaleWorlds?
Of course we know MB. I played it, but less than I would like to. We share the setting and the ambition to be authentic, but they are true procedural sanbox, while we are more based on story -open world, but with strong storyline. Our combat will also be a lot different than theirs.
According to some of the Western resources, the game events will be tied to a particular historical period. What is the time span the plot is going to cover? As far as we understand, the game is set during the interregnum era with Hohenstaufen fallen, Habsburg dividing the territories and Kurfürst emerging? Does our hero start his way to the throne here? Or are you going to send players to the unquiet era after the death of Frederick III?
Its set in 1403. Emperor Charles IV. died some time ago and his two sons Sigismund and Wenzel the Idle started to fight over the throne of the empire. So its about Luxembourg dynasty, but you are right as well, Habsburgs and Kurfursts were involved a lot in this.
Thursday - February 27, 2014
Kingdom Come - Preview @ RedBull
The energy drink website RedBull once again has another preview this time for the successful funded kickstarter Kingdom Come: Deliverance.
Like Oblivion, the story Kingdom Come will tell will be reliant on the choices you make and the way you play. If you want to creep about as a skulking assassin or ride into battle on horseback brandishing a flail, that's fine with Warhorse. If you'd rather travel from town to town singing as a bard, well, that's fine too. Sort of. The stated goal is to create an epic, non-linear story without resorting to usual staples of dragons and magic. "Dungeons, no Dragons".
"Fantasy might be mainstream in games, but when you turn on the TV, go to cinema or library, its quite the opposite - history is the mainstream," says Vávra. "People like TV shows like Vikings, Rome, The Tudors; movies like Braveheart. And the same people also play games, but there aren't many games being made for them. The only thing they can do is buy the next closest thing: a fantasy RPG. But if you look at the success of Total War series or indie games like Mount and Blade, you realize that the audience is there."
The game's story revolves around the plight of your unlucky protagonist, whose career as a humble blacksmith takes an unexpected turn when his family are slain by an invading army and he becomes embroiled in a plot to seize power by an unlawful king. Unlike your standard fantasy RPG, you've not been blessed with a special birth sign, your coming was not foretold in the stars. You'll need to eat and sleep regularly, as in many games' hardcore modes (and, you know, real life). In fact, you're so pointedly un-magical that food left in your inventory will rot and go bad. Dragonborn you are not.
Wednesday - February 26, 2014
Kingdom Come - Post-Funding Update #23
Warhorse Studios has an update about forum badges again in the next post-funding update for Kingdom Come: Deliverance.
Badge matching process completed
This is the follow up to our last update. Our badge matching process is completed and if you have used the same email address on Kickstarter and when registering on our forums, you should have the right badge now.
We have simplified the process in case you are using two different emails: you can now go to your account Preferences and enter the Kickstarter email there. After a short while your badge will be updated.
If there are any problems, please email firstname.lastname@example.org
Welcome to http://forum.kingdomcomerpg.com!
PS: In comments to our previous update, many people mentioned the codes we used to send out during the campaign. Please let me clarify this: these codes were a stop-gap measure before the Kickstarter could provide us with email addresses of our backers. Now that we have those, we are not going to be sending the codes anymore. Your email address you used on Kickstarter is all you need to get the right badge.
Tuesday - February 25, 2014
Kingdom Come - Post-Funding Update #22
Warhorse Studios talks about your forum badge in the next post-funding update for
Kingdom Come: Deliverance. Not really exciting but still of importance to some.
Your forum badge
Hello and thank you again for backing our game! One of the rewards common to all backers is access to our forums. These are already up and running and many of our backers have their accounts there. It’s time to make sure everybody has the right badge according to their pledge.
The Kickstarter have kindly provided us with the email addresses of our backers and we shall be now matching them to the ones on forums. One of the following things can happen:
- You used the same email address on Kickstarter and on our forums: you don’t have to do anything, your badge will be updated to reflect your pledge.
- You used a different email for Kickstarter and forums: please send an email to email@example.com to the effect “my Kickstarter email is someone@somewhere and when registering at forum.kingdomcomerpg.com I used someoneelse@somewhereelse” and we shall match the emails manually.
- You haven’t registered on the forums yet and you can use the same email you are using on Kickstarter: we can match your pledge automatically and you just have to register on the forums (the matching process may take some time though, don’t be worried if your badge does not show correctly during first fifteen minutes or so after the registration)
- You haven’t registered on the forums yet and for some reason you cannot use the same email address: please register and send an email to firstname.lastname@example.org, like the one described above.We expect the matching process to be finished within next 24 hours, we shall let you know when it’s complete so that you can verify your badge. See you on our forums!
Friday - February 21, 2014
Kingdom Come - Post-Funding Update #21
The kickstarter for Kingdom Come: Deliverance is over, and managed to earn £1,106,371 of it's £300,000 goal. Every stretch goal was meet except the last one for voice actors.
In response Warhorse Studios says thank you in the games first post-funding update.
The day we launched our campaign, I woke up in the morning to find we were the lead article on the front page of GameSpot, with our artwork all over the screen. Wow. And there was so much more to come. The response from gamers was even better. Better than we could ever wish for. It became clear that there are quite a few people out there who have similar tastes in games to our own.
The main “reason” we were rejected by all the publishers turned out to be totally false. Not only do people not need fantasy or magic or dragons to enjoy a game, they desperately want games without them! Along the way, we were fortunate to receive support and promotion for the game from such personas as Chris Roberts, Brian Fargo, Sven Vincke, and others. It’s really been one helluva ride.
We have raised almost 400% of our original goal. Kingdom Come: Deliverance is among the 30 most-funded Kickstarter projects of all time and in the top 15 of videogame projects. We have 35 thousand backers, with an average pledge of US$52. Our YouTube channel has more than a million views.
Simply said: You are awesome! Thank You!
They also share information on what happens next.
So, what’s next? Now we have to make the game! We feel a lot of responsibility and obligation to deliver on our vision after so many people put so much of their trust into our project. It’s going to be hard to satisfy all those expectations, but we will do all we can not to disappoint you.
I will finally have time to sit down with the designers and start writing the quests and storyline. Next month, we will be joined by twelve new colleagues (some of them quite experienced senior developers from the recently disbanded 2K Czech studio in Prague). In just a few months, we plan to grow to more than 50 people, so we can make the big game we first dreamed of.
Of course, we will continue to openly blog about development, as we have in the past. Since we don’t need to hide anything anymore, it should be even more interesting. You can follow our blog here.
We will also continue to raise money on our own webpage, where you will be able to get most of the same, terrific rewards and early access to the game, if for whatever reason you didn’t or couldn’t pledge in the past month. Our shop will accept PayPal and Amazon Payments, as many of you asked. We will continue to add new stretch goals as we can.
As promised, we will release an Alpha version in about six months to all those who pledged Baron-level support and higher, and we’ll be carefully looking at your feedback on our forums, which are open to all of our backers. By mid-2015, we should release the Beta, followed by the final version of Act I.
So, on behalf of the whole team, thank you again for your generous support and enthusiasm. Now, if you’ll excuse us, we are going to have a little celebration!
Thursday - February 20, 2014
Kingdom Come - Update# 20, The Last 24 Hours
The kickstarter for Kingdom Come: Deliverance is almost over, and what a run it was. The game has managed to reach £1,000,000 so we now have dogs added to the game.
Here is the last update with more information.
Unto the last 24 hours!
We are now about to enter the final stretch: the last 24 hours of our campaign. It was a great ride and we want to THANK YOU for taking us along! We’ve received more than 17k comments, 3k personal messages, 5k likes, and most importantly tons and tons of positive support. You are the ones who made this game possible!
It now looks like we are going to burst through the £1m (about US$1.67m) stretch goal and who knows how far we can get before the last whistle. For this last surge we wanted to introduce one last stretch goal. We wanted to add something that makes the game better for all players and something that makes the game special. Our £700k pounds stretch goal was ‘Performance Capture’ and we decided to build on this.
A performance capture is as good as the actors that use it, and in fact many people have already asked which actors might get involved – talent like Sean Bean, Brian Blessed and even John Cleese are often mentioned. We love Sean Bean, especially because of his less known indie medieval movie Black Death, and Brian Blessed was in Dan’s mind when he was writing one of the nobles for the game. Obviously we share these sentiments with our supporters!
We already started talking to different talent agencies and we have a rough idea how much we would need to hire our favorite actors. So, we’re confident that IF we reach our next stretch goal (£1.2m), we will be able to hire at least one high profile actor or actress. In the game, you’d be able to not only hear their voice, but also see their likeness and their acting abilities (thanks to performance capture).
Wednesday - February 19, 2014
Kingdom Come: Deliverance - News Roundup
Well it has been a busy week for Warhorse Studios. The kickstarter has 36 hours left, and they already achieved £945,706 of the £300,000 goal.
The first part of the roundup is about a new update with information Warhorse Studios will be sharing tech with Star Citizen. Here are the details.
Welcome Star Citizens!
When I was 15 years old kid, one of my favorite games for my Amiga 500 was Wing Commander. Damn, that game was like playing Star Wars movie! It had fancy 3D graphics way ahead of its time, awesome story with cool animations and its creator Chris Roberts became my idol. I was never hooked up on any other space sim since then.
22 years later I saw a Kickstarter campaign for Star Citizen and I was sold immediately. It just got everything no other space sim got for last twenty years and it was obvious after the first ten seconds of the trailer. This was the ultimate space game I and immediately pledged without even reading their Kickstarter page. I was not the only one and Star Citizen has become most successful crowd funded game of all time.
So it was logical that one year later, when we were preparing our own Kickstarter campaign, Star Citizen was our role model. You learn from the best. So you can imagine how happy we were when Chris Roberts appeared on the list of our backers, and you can’t even imagine how it felt when we received an email from Chris himself. He was telling us that he likes our stuff and since his team is using Cryengine as well, they would like to cooperate with us and share some technology! Who would have thought about this 23 years ago when playing Wing Commander?
So to to make long story short – we will share some of our tools with Star Citizen team and Deliverance will most likely have some tech from Star Citizen as well. Hell yeah!
The second part of the new-bit is about a new AMA on Reddit. It may answer some questions some of you still have about the game.
We are happy to answer: questions about setting, game mechanics, target platforms, technology, look-behind-scenes questions about dealing with publishers and platform holders.
I saved the best for last were they hosted a Live Stream on Youtube.
Tuesday - February 18, 2014
Kingdom Come - Update# 17, Consoles
Warhorse Studios talks about the console release of Kingdom Come: Deliverance, and reveals the one million stretch goal. Here are the details.
Coming to Consoles!
This is going to be a brief but very important update. We originally announced our game for PC and next gen console. While we never doubted our technical ability to do it, we were not sure about the actual publishing and distribution. In the last console generation, it just wasn’t possible to have a game on console without an official publisher.
In this generation it’s going to be different though. We had lot of discussion with both Microsoft and Sony in the past weeks and we are happy to announce that the game concept of Kingdom Come: Deliverance was approved by both Sony and Microsoft for the next gen platform (PS4 and Xbox One).
Both companies are very eager to work with independent developers now and were really helpful in speeding up the whole process. We were provided with devkits and will get cracking on the console version right away.
And lets not forget the one million stretch goal.
About that stretch goal
It seems there is a possibility we will reach the magical 1 million threshold. This is great, but also tricky, because we need to announce a new stretch goal. It should be something special, something that wasn’t planned and something we really want to do.
At the same time, we still should be able to implement it within the limits of our budget that is, honestly, even with the great support from Kickstarter backers, still very tight, because our game is much more expensive than one million pounds.
We thought about it a lot and we all agreed that we would love to have dog in the game as a companion. Best friend who will follow you everywhere, help you in combat, warn you from danger when you sleep or go hunting with you. If we reach this goal, there will be dogs in the game and you will be able to own one. There will also most likely be dog related quests.
Monday - February 17, 2014
Kingdom Come: Deliverance - Update# 16
Warhorse Studios has a new update for Kingdom Come: Deliverance about swords, action figures, coins, and engravings. All of which are add-ons, and backer rewards.
About those swords, action figures, coins and engravings
Various collectors’ items are part of our special editions. We are making an authentic medieval game, though, and we are loath to give our fans usual cheap trinkets. Know then, that everything you are going to get, are unique, bespoke crafted items, far cry from plastic tchotchke.
It may have something to do with the fact that Dan studied at School of applied arts in Turnov among engravers, smiths and goldsmiths, he doesn’t settle for less and knows a lot of craftsmen that can help us.
Friday - February 14, 2014
Kingdom Come - Update# 15, The Living World
Warhorse Studios has released the next video update for Kingdom Come: Deliverance.
Welcome to our fifth video update!
In this video update we would like to invite to you to come to explore our world, the world that comes alive with activities of NPCs that go about their daily routines as believably and intelligently as we can make them. Other characters react to your actions and even to actions of other characters – creating a truly emergent world.
Thursday - February 13, 2014
Kingdom Come - Editorial @ Press2Reset
Press2Reset has a new article about horse riding in games, and uses Kingdom Come: Deliverance as one example of how it's done right.
Earlier this week, Warhorse Studios released a video showing the horse mechanics for its upcoming medieval sandbox RPG Kingdom Come: Deliverance. They look hugely impressive. The animations are interesting and the actual movement of the horses is lifelike.
When the dev turned his horse, it looked especially good. From a stationary start, the horse dipped its head as the rider tugged the reins to the right. As the head turned so the body moved to follow. It was an elegant reversal of direction that took place in a very small area. This is the action so many game horses bungle: a turn is, in practice, two movements, not one – head, then body. Some games make a mess of this, placing a single pivot point through the center of the horse, like a carousel, and then giving it a massive turning circle as if it were some equine oil tanker.
Skyrim is a particular failure when it comes to horse movement. I still shudder at the recollection of those times when, halfway up a mountain pass, a nearby quest or onrushing powerful monster would require me to turn around. There soon followed the farcical sight of my horse turning in a wide circle, climbing the steep walls of the ravine as though he were a wall-of-death motorcyclist.
It was, in short, a mess. And Bethesda knew it, cheekily explaining away the poor mechanics with a tiny piece of lore that pointed out that the horses of Skyrim were of sturdy farmstock given to neither charging into battle nor nimble negotiations of the high passes – Shires horses, not destriers. Okay, Bethesda, we’ll let you have that one but, next time, proper horses, please.
Wednesday - February 12, 2014
Kingdom Come: Deliverance - Interview @ Cliqist
Cliqist interviews Dan Vavra to talk about his RPG Kingdom Come: Deliverance.
Cliqist : Are you surprised at how quickly the Kickstarter campaign took off?
Dan Vávra : I believed that there is an audience for this kind of game and that with all the stuff we have it should be possible to reach our goal. Of course, that my confidence was a little shattered by the refusal from publishers, but if I didn’t believe that they were wrong, we wouldn’t have started the campaign. On the other hand we were not prepared that it would be so quick or for the great response from all different sides.
Cliqist : You’ve mentioned previously that you did a lot of Kickstarter research. What has been the difference between your campaign and the campaigns of other industry veterans who have struggled with getting funded?
Dan Vávra : I think, that the most important thing to do is to have good game and great stuff to show. Those who had problems usually didn’t have that much to show. There are very few campaigns that showed interesting, good looking game and didn’t get funding. Of all the campaigns out there, Chris Roberts did the best job. Period. So when I wasn’t sure how to do something, I looked how he did it.
Cliqist : When I saw your video on launch day and heard that the Kickstarter campaign was essentially a co-funding campaign I was nervous that there would be some backlash. Campaigns that have revealed similar funding plans in the past have been met with complaints and cynicism from people saying that they were only using Kickstarter as marketing and that it defeated the purpose of Kickstarter; but not you. Why is that?
Dan Vávra : I understand that. If I had the money to fund the game on my personal account I wouldn’t dare to go to Kickstarter. Or at least I would clearly state, that I will finance an extensive part of the budget from my own sources. Nobody likes greedy people who don’t want to take risks. You go to Kickstarter when there is no other way and it was exactly our case. If the Kickstarter wasn’t successful, the game would not happen. We have a strong investor, but after all the rejections from publishers, he really wasn’t throwing money in our direction. His money is not our money and we had to prove to him that the game is worth investing in and the only way we could come up with more was to go to gamers directly. The way it works also doesn’t mean, that the more money we raise, the less he will invest. Every penny we raise on top of our goal goes into the development as a bonus over our original budget, so we will be able to make the game better.
Tuesday - February 11, 2014
Kingdom Come: Deliverance - Update#13 & 14
Warhorse Studios has two more updates for Kingdom Come: Deliverance.
Update #13 - "Some Boring Statistics"
This is not the combat update – we are working on it and will post it soon.
In the meantime, I was thinking that it might be interesting to share some of the information from behind the scenes that we can see as the project creators (actually, before the project ends, we cannot see that much, but I'll share what we have).
The following graph shows the split between pledges made directly via Kickstarter and pledges made by people who came to Kickstarter from other sources. As you would expect, only minority of people goes directly to our Kickstarter project page, and even 25% seems a lot. Part of these 'unreferred' links are due to the URL shorteners (like the one we have on our Facebook page) , part may be due to people who block 'referrer' field in their browser.
Update #14 - "Video Update #4: Combat!"
This time we are bringing you something special: twelve minute video about our combat system. Good combat mechanics is at the heart of every RPG and we are very proud of ours. It's based on real-time collision detection and inverse kinematics; technologies that were difficult to use for game-critical mechanics on previous generation hardware. The result is a combat experience that looks and feels believable and natural, yet is not constrained to few sets of canned animations that have to be executed in perfect synchronization. The system seamlessly integrates things like interaction with environments, different heights of opponents or uneven terrain. Our combat is a blend of tactics and timing, skills of the player and stats of the character. But enough words, watch the video:
Sunday - February 09, 2014
Kingdom Come - Interview @ PCGMedia
PCGMedia interviews Daniel Vavra about his RPG Kingdom Come: Deliverance.
What made you decide to develop a single-player first-person open-world RPG amidst multiplayer games with a similar settings like War of the Vikings and War of the Roses?
I love history and I always wanted to make such game. Our goal is to give you authentic experience what it’s like to be a knight in medieval times. Single player is still the best way how to achieve that goal. Multiplayer is definitely interesting, but its different kind of experience.
This year sees the launch of high profile single-player RPG titles like The Witcher 3: The Wild Hunt and Dragon Age: Inquisition. What does Deliverance have that these well-known series do not?
We will probably have some game mechanics in common with The Witcher, which is a great series BTW as well as the books (Andrzej Sapkowski, author of The Witcher novels actually wrote a book from Czech history covering the same period as our game and the book is very good). But the difference is, that we are set in real believable world, with story based on historic events. In terms of gameplay, our combat system is probably our most interesting feature. Its based on authentic techniques and based on inverse kinematics, so its physically very accurate. We will have video update on this soon.
The game is set in 15th century Europe, how much will historical factors like disease and hygiene affect gameplay?
This period wasn’t as bad as people often think. It’s probably because most movies are about wars or some conflicts and plagues and during these times thinks are usually worse. It’s as if people were judging life in 20th century by the movie set in WWII. In real world, medieval society was very advanced. Crime was really low, maybe even better than in today’s big cities, society was able to take care of people in need like orphans or disabled and hygienic standards in 15th century were also much better than in early middle ages. The cities were really dirty though
How do you feel about the combat system of games like War of the Vikings and War of the Roses? Will Deliverance be anything like them?
As I said, we are very different. It may sound weird, but we don’t try to come up with any revolutionary new kind of controls, but at the same time, we did something nobody tried so far. We applied normal first person shooter controls to melee combat, added a few tricks and now we have something which is very simple and intuitive, has lot of options and is very close to the real world fencing.
Saturday - February 08, 2014
Kingdom Come - Update & Interview
Warhorse Studios has another update for Kingdom Come: Deliverance.
New stretch goals
We are continuously amazed and humbled by the level of support our project receives. As our last stretch goal seems within our grasp, we are now announcing two new ones for 800 and 900 thousand pounds:
In-game combat lessons & companion video
We are working with top medieval martial arts experts and it would be a shame if their expertise does not get to shine in the game. With extra money, we shall add visual in-game fencing lessons. Every new move your character learns will be explained and shown in detail in-game by your teacher, the combat master.
We will also create detailed an instructional video that features basic combat techniques with different medieval weapons. The video will be free to access for everyone from the Knight tier upwards (inclusive).
We are proud of the innovative combat in Kingdome Come: Deliverance. While our title is primarily a story-based game, the combat mechanics are very deep for those that are interested in seriously honing their skills. We want to give you a chance to do just that.
If we reach this stretch goal, we shall add a special Tournament mode, where you can don any equipment you like, choose your opponent or opponents and enter a medieval Tournament and try to win by authentic rules. There will be several combat modes and you can use them as a training as well as a way of earning bragging rights with your buddies.
I also have a new interview from a German site. Now before certain people complain the video is in English with German subtitles.
Friday - February 07, 2014
Kingdom Come: Deliverance - Update# 11
Warhorse Studios has a new update for Kingdom Come: Deliverance about horses, and how horse riding works in the game. Hopefully it's better than the last few games.
Welcome to our third video update!
This time we are going to talk about horses. Our gameplay programmer, Michal Hapala, who works on making horses easy to control, nice to look at and smart when they need to be, will walk you through canter and gallop in this video.
Tuesday - February 04, 2014
Kingdom Come: Deliverance - Update# 10
Warhorse Studios has a new update for Kingdom Come: Deliverance that gives us a look at the games character customization system.
Also the game has reached the £600,000 stretch goal, and that means the female prologue will be added to the game. I can't wait to see what the last two goals will be.
Welcome to our second video update!
In this update Dan talks about the character customization system we have built on top of Cryengine sandbox. It allows us to create hundreds of different NPCs by few simple clicks. And of course, it also allows the players to customize their characters. We hope you are going to like it as much as we do!
Sunday - February 02, 2014
Kingdom Come: Deliverance - Update# 9, Forums
Warhorse Studios has an update for Kingdom Come: Deliverance about the forums.
Forums are open!
One of the things we have promised to our backers is access to our forums. We are now ready to announce that the forums are open and invite you there.
Before we do, there are some things we would like to say: and I am sorry if this is going to be a bit technical.
Kickstarter – for obvious and very sensible reasons – does not share your email addresses with us until after the end of the campaign. For this reason we are only able to contact you by Kickstarter’s own messaging system. On the other hand we want you to have the right forum badge now, so we need a way of matching you to your pledge. We do this by sending you a unique code that you enter when creating your forum account.
Taken together this means we need to send a unique message to every backer via Kickstarter internal message system. This is going to be a slow process. We are asking you for patience, we think that all current backers should receive a message from us within next 48 hours.
The accounts that were not authenticated by the code have read-only access to forums anyway, so you will gain nothing by registering early. If you haven't entered your code during registration, you can always do it after, by editing your user preferences.
We hope you are going to like our forums and we shall be able to get into some real discussion about Kingdom Come: Deliverance. See you there!
Saturday - February 01, 2014
Kingdom Come - Interview @ Gameswelt.tv
Daniel Vavra, one of the founders of the Warhorse Studios, Felix was a guest in the studio and talked to him about Kingdom Come Deliverance.
Friday - January 31, 2014
Kingdom Come: Deliverance - Update# 8
Warhorse Studios has an update for Kingdom Come: Deliverance about a new Tier.
New digital tier!
By popular demand we have added a digital equivalent of the special edition, the Viscount tier. With this tier you can get certain unique digital goodies: some of them stand in for their physical counterparts in the physical special edition: high resolution uncompressed image file with our poster, a PDF version of the Art book and 3D model of the Action figure for 3D printers.
Two digital rewards in this tier have no counterparts in the current physical editions: high-res map of the game world and PDF screenplay – a hundreds of pages long document that will have been used to record all dialogues in Act I.
We think that these two things could be valuable to other backers as well, so we shall be adding them to all tiers from Earl upwards. Kickstarter does not (for obvious reasons) allow the project creators to alter the description of rewards once somebody pledges for it, so we won't be able to update the tiers descriptions. The image that visualizes tiers and rewards should have the correct information though.
Thursday - January 30, 2014
Kingdom Come: Deliverance - News Roundup
An IGN Editor by the name Meghan has a new post about having a female warrior.
When developer Warhorse Studios recently showed their game Kingdom Come: Deliverance to media outlets, they explained all the options available to your protagonist. You can explore a large open world, create your own weapons, build relationships with characters (including seducing the local ladies), lead an army, and even customize your armor and play style. Yet there is one option that isn't available: a female avatar. The absence of a female protagonist in light of a customizable hero (as opposed to a preset one) seems rather puzzling, but Warhorse Studios insists that Kingdom Come: Deliverance is meant to be as true to life as possible, and a chevalière simply isn't "realistic."
CB: How did you agree on the title? Is there a background?
Dan V á vra: During the time in playing our game, people believed that the end of the world would take place very soon. Many revolutions started because the people believed that the end is near and if they would do something, it would come faster. Or would it go to heaven. Our game is about these days. Therefore, Kingdom Come ("Thy Kingdom Come" from the Lord's Prayer, editor's note). And Deliverance (liberation) because our game is about also. From physical liberation of a character by our hero, and the inner liberation of our protagonists.
CB: How will you story and sandbox balance so that the two things are related yet and do not present themselves as two separate elements, such as was the case in Skyrim?
Dan V á vra: The main story is always waiting for you and you can do so, as in Skyrim, if you do not want to move forward in the history of all the open-world things. But we try to bring the story centered approach of The Witcher or Red Dead Redemption with the open-world aspect of Skyrim.
CB: What are the big battles and sieges work?
Dan V á vra: They serve as a high point in the story, which means there are only a few of them. You are also only one of many that can therefore give no commands. But still the player to see all the things that were part of large battles and sieges that time.
CB: combat systems in RPGs are always a critical component. You've already said you were proud of the combat system. Can you explain this a bit and show us the differences between fighting on horseback, on foot, and so on to explain?
Dan V á vra: The fight on horseback is easier, because you still have to control the horse at the same time. On the other hand, you can use the horse as a weapon need - it has its own attacks. The fight on foot is actually like in any first-person shooter. Your Bewegungnen are totally free, but you're just closer and have a larger goal.
Wednesday - January 29, 2014
Kingdom Come: Deliverance - Two Previews
Here you go two new previews for Kingdom Come: Deliverance.
OnlySP- "Kingdom Come: Deliverance Should be An Eye Opener for Publishers"
The success of Kingdom Come: Deliverance‘s funding shows that as long as the core concept is interesting, the money will come. More publishers need to realise that as long as the initial idea is solid and gathering interest, it will pay off in the long run. Investing in the little guys with good ideas will lead to bigger projects with even better ideas. Kingdom Come: Deliverance gained its funding and is already underway with enough money to fulfill the project, which is outlandishly cheaper than other triple A projects. Publishers like big sales and titles but releasing risky titles that have been gaining momentum is a sure fire way to satisfy both the company’s need to make money and fans of video game’s need to see something brand-new in this franchise that is often over-saturated.
Endlessbacklog- "Kingdom Come: Deliverance Kickstarter Impressions"
Warhorse may be ambitious with their features and promise but they are much more realistic with their timetable and investors. Kingdom Come: Deliverance is tentatively scheduled for Quarter 4 of 2015, nearly two years from now on the PC, Playstation 4, and Xbox One. The developers are not using Kickstarter as a primary means of funding. Instead, like Star Citizen, Kickstarter is a tool being used to show potential investors that there is enough people willing to pay for a singleplayer RPG. They are asking for £300,000 (roughly $500,000) for the Kickstarter and are offering multiple levels of pledges with early access and other goodies. The Kickstarter campaign started on January 22nd and runs through February 20th. Already they have met their funding goal but you can continue to donate to receive a cheaper copy of the game upon launch.
Tuesday - January 28, 2014
Kingdom Come: Deliverance - Updates# 6 & 7
Warhorse Studios has two updates today for Kingdom Come: Deliverance.
Update #6 - "Questions, more questions, thousands of questions and some answers"
When we were readying our Kickstarter campaign we were wary of announcing stretch goals and stuff like that. We didn’t want to be in a situation where we announced £2,000,000 stretch goal and in the end did not manage to raise more than £200,000. We wanted to wait until the project was on solid footing before announcing more about our ambitions.
We didn’t anticipate needing to raise our target goal in less than two days. We’re humbled and deeply thankful to our supporters. However, we are simply overwhelmed at the moment! Consider the following: the Kickstarter ‘Comments’ forum has almost 9,000 posts in five days, we got almost 1,500 private messages (mostly questions), our Inboxes are overflowing with hundreds extra emails, and of course there are questions on our Facebook page and on Twitter. All our designers are working around the clock to answer all the queries, but they are still lagging behind. We’re doing our best, but as this is our first crowdfunding effort, we’re learning as we go along. So, to hopefully get a bit caught up and answer the most pressing issues, we’ve created this update and summarized the answers to the most frequently asked questions.
There is also FAQ section down on the project description (Home) page of Kickstarter and this update repeats some of the material there, however, we think it may get more attention here.
To our supporters: if there are things the FAQ, doesn’t address, please continue to keep the inquiries coming!! We WILL get back to you. Thank you everyone!
Update #7 - "Video Update #1: Our World"
This is the first of the series of video updates we want to bring to you, delivering more information about the core features of Kingdom Come: Deliverance.
Sunday - January 26, 2014
Kingdom Come: Deliverance - Editorial @ RPS
Rock, Paper, Shotgun has a short article about Kingdom Come: Deliverance, and modding.
Speaking with RPS as part of an interview, project director Daniel Vávra revealed that mods are a-okay in Warhorse’s
bookleatherbound historical tome:
“We are quite open to modding,” he said. “Since it’s on CryEngine, it should be easy to mod, too.”
But what about an even easier-to-use Kingdom-Come-specific toolset? That idea is still up in the air, but Vávra’s definitely going to push for it. “We hope that we will be able to release our tools and assets for CryEngine SDK. No guarantees now, but it would be a shame not to do it.”
He also mentioned that he’d be interested to see players make the game’s survival elements more life-or-death, replicating a DayZ or Fallout: New Vegas JSawyer experience within it.
Saturday - January 25, 2014
Kingdom Come: Deliverance - Updates #4 & 5
Warhorse Studios has two more updates today for Kingdom Come: Deliverance.
Update #4 - "Stretch goals"
You have taken our campaign literally by storm, we never expected to raise our goal in the first 36 hours. But we can always do better and there are things we can do to make Kingdom Come: Deliverance go further.
Our investor is as happy as we are and he confirmed that he will keep his part of the bargain. This means that every penny will go into making the game better. We can hire more people, use better technologies, record live music, and hire top actors. Somebody told us to hire Sean Bean for voiceovers. Yeah, we would love to, he is awesome, but we will need some serious cash to afford such famous names and the more we raise, the higher the chance this will happen.
So here is the list of things we would like to do with the extra money we raise.
Update #5 - "New tiers"
We were surprised how fast the Emperor tier sold out. Is seems that some people really wanted to own some sword. Many people also wanted to contribute more and used the Pope tier – that was a pleasant surprise. For these reasons we added three new tiers:
- The Wenzel der Faule backers will get a sword. However, we want the first backers to have something unique, so while the Emperor tier swords will carry unique inscriptions, the Wenzel swords will be all alike. And because we don’t have unlimited supply of churches, the Wenzel tier backers will get their conciliatory cross instead of a church portrait. The conciliatory cross is a medieval artefact, especially in Central Europe, whereby a criminal could reconcile with his victim by paying a compensation and erecting a cross. Finding conciliatory crosses is going to be an achievement in our game and they will carry names of the Wenzel der Faule tier backers.
- The Illuminatus and Saint tiers are intended for the people with lot of money and no better way of spending them. The swords for these tiers are going to be hand-and-a-half, i.e. so called Bastard swords. They will be of the highest quality, hand-made, individually forged beautiful weapons with personalized inscription. Beside the sword you will also get a hand-painted shield decorated with the coat-of-arms of a noble family related to the game story. You will also get billing in the game credits.
- The Saint tier backers will moreover get their own statues in the in-game churches, with their name on it. And they will get an amazing two day tour through the real-world locations where our game takes place. There will be a professional historian/archaeologist to point out the historical connections and you will be able to visit places that are normally off limits to tourists.
Kingdom Come: Deliverance - News Roundup
Kingdom Come: Deliverance has a new update talking about the games history. Now I will only be posting a small bit of the article so make sure you read the rest of it.
Time to take destiny in our handsWe stand here before you and ask for your support, without which our game really can’t get done. Someone told us that Kickstarter is the last, desperate step and if it didn’t work out we're really screwed and nobody would give us the time of day. That’s obviously true. But, if it works out, it's probably the best, most appealing way to develop the game – directly for the fans themselves, without secrecy, lies and censorship, in collaboration with them and without taking orders from people who don’t even play games and don’t understand them.
Had we failed, it would have been a pretty clear signal that you’re not interested in a game like this and we wouldn’t waste more years of further effort. But now it looks more like the publishers made a big mistake and interest in the kind of game we're doing is enormous, for which we are of course extremely grateful.
It's great that in this day and age it’s possible to get something new out there without having to deal with the select few with a monopoly on reason. Only two years ago, Warhorse would most probably not be around any longer in a situation like this, or we would have developed an action adventure and shoe-horned some dragons into it in mid-development. So thank you for your support! Thank you sincerely!
I also have two interviews if you feel like reading or watching more.
RPS: Why Kickstarter? Do you really think you’ll be able to make enough money to fund something this enormous?
Vávra: There was always a chance to self-publish the game. Our colleagues from Prague, Bohemia Interactive, do it successfully all the time. We were always thinking of that as a possibility. After long negotations, things always slowed down to a crawl with marketing and upper level executives at publishers. They were too afraid to take risks. People who played games liked it, but we couldn’t get things to go faster. So we decided to self-publish.
This isn’t a PR stunt or anything. It really is, if we don’t get the money, it’s game over.
But there is a trick. We have a very strong private investor, but he’s from outside the gaming industry [UPDATE: Turns out, it's Zdenek Bakala, one of the richest people in the entire Czech Republic]. He doesn’t understand games. It’s a little bit unusual, probably. But he would be willing to finance the whole game if he sees some commitment. So we agreed with him that if we go to Kickstarter and get just a fraction of the sum we need – which is about $500,000 – he will
PC Games Hardware has a video interview.
The developers at Warhorse Studios presented their project Kingdom Come: Deliverance to us. The RPG that is set in the Middle Ages is developed by some ex-Mafia developers and it relies on authentic worlds and gorgeous graphics, thanks to CryEngine 3 - it's slated for 2015 for PC and next-gen platforms. We have interviewed Daniel Vavra, the creative director of War Horse, and he shares some insights for the the game.
Friday - January 24, 2014
Kingdom Come: Deliverance - Updates #1 & 2
Warhorse Studios has two new updates for their funded kickstarter Kingdom Come: Deliverance. That's right the game was funded in just two days.
Update #1 - "Thank you!"
So we finally let the cat out of the bag and now everything is in your hands. So far it looks beyond-our-wildest-dreams-kind of good. We are very grateful for your support and for the amazing response we got! It’s a great feeling of satisfaction for all of us to read that watching our trailer gave you goose bumps or that this is the game you’ve been waiting for your whole life. We’ll do our best not to disappoint you!We also try to reply to your emails as fast as we can and clarify all possible issues. And as we are happy enough to expect to reach our original goal soon, we also work on our stretch goals.We are planning video updates about important gameplay elements. We want to show our character editor and how you can use it to customize your character. There will be more info about the combat system and you will see how it looks in the latest version of Cryengine. Then we want to show you how our world looks like and what its real-world counterparts are. And by the end of the campaign we have a big surprise planned. If you don’t want to miss anything, watch our Twitter, Facebook and YouTube channel.
Update #2 - "And this is it!"
And so it happens, just 36 hours into our Kickstarter campaign we have reached our goal!
That's really, absolutely, mind-blowingly thrilling. We cannot stress strongly enough how grateful we are to all of you. This resounding confirmation of what we've been working on for almost two years just makes everything worthwhile. We are happy -- and privileged -- to be working on this project and we want to make the best possible game we can, for you.
Now, with our goal reached, it's time for stretch goals and we shall announce the first one tomorrow. I would also like to make one thing clear: we have come to an understanding with our investor that every penny we make above the Kickstarter goal will stay with us and will go toward making Kingdom Come: Deliverance better.
Thursday - January 23, 2014
Kingdom Come: Deliverance - News Roundup
Well consider this the first news roundup for Kingdom Come: Deliverance. The game is already half funded in just one day. Not bad at all so lets get started.
Up first I have a new preview with more information on the game from Eurogamer.
Daniel Vavra sits before me, not as menacing as I had once feared (look at the company picture on the Warhorse website - he's the one with the beard and the bull terrier), wearing that DayZ T-Shirt, reminding me of the growing number of success stories coming from Eastern Europe (and not just Prague). These are cultures that see games and genres in different ways, and build them on different foundations and values. The Witcher series, developed in neighbouring Poland, is celebrated far and wide, and what Kingdom Come: Deliverance now wants to do is show us what it was like to be a knight in medieval Europe, with all the muck and dirt thrown in. And I want to go there.
"We think books and movies have changed a little bit, that people have grown up and heroes have evolved with them." Look at Batman now, Vavra says, or our action heroes or our fantasy fiction. "Everything's more mature, there is more depth to it, more authenticity. But most of the games are still in their adolescence, and we would like to change that."
There's a new wind blowing and it's not from the West, not far from the East. It smells different - it smells exciting.
Next I have a new video trailer which looks to be cut from the pitch video.
Wednesday - January 22, 2014
Kingdom Come: Deliverance - Kickstarter Video
Well rumor of the Kickstarter seem to be true. While we have no new information on the games website yet Gamespot has a new eight minute video.
Take a look at this trailer for Kingdom Come: Deliverance and hear from the game's creative director about the game, the people behind it, and why the game is on Kickstarter.
Update- The kickstarter is now live so back away everyone.
Tuesday - January 21, 2014
Kingdom Come: Deliverance - Kickstarter?
A poster on NeoGAF shares some new information on Kingdom Come: Deliverance from a magizine called Level CZ. I will keep you updated as Warhorse has an annoucement later today.
-> no publisher found - kickstarter (500 000,-) - if they hit it rest of the devlopment pays investor(czech millionare), if not development ends
- thx to no publisher - game will be cut to 3 episodes with 30h of gameplay each
- main character is young blacksmith
- equip will be realistic - layers of clothes+armor inc. underpants
- every hit will be calculated in real time, so if you hit someone with the sword on helmet first will be evaluated damage to the helmet, further will be calulated transfer of force to the head of the enemy and other possible injuries and at the same moment will be also calculated the trajectory of the sword that slides from the on the shoulder and collarbone ...
- more info on KS with new trailer at evening
Saturday - January 11, 2014
Kingdom Come: Deliverance - New Screenshot
Warhorse Studios has released another screenshot for Kingdom Come: Deliverance.
We've just reached 8000 fans on Warhorse Studios page! Thank you and here is the reward as promised!
Thursday - January 02, 2014
Kingdom Come: Deliverance - New Trailer
released a New Year's trailer for Kingdom Come: Deliverance. The trailer is same one from last month with a few small changes.
Happy new year 2014 from Warhorse Studios!
Wednesday - December 25, 2013
Kingdom Come: Deliverance - New Screenshot
Warhorse Studios has released a new screenshot for Kingdom Come: Deliverance.
4000 followers = new screenshot! Just like we promised!
Thursday - December 19, 2013
Kingdom Come: Deliverance - The Art of Waiting
One of the publishers who had been to visit us had their greenlight meeting shortly after, but for some reason our game hadn’t made it to the agenda. The next one would be held in a month, and our takeaway from that turn of events was that further interaction would be unproductive. The other big publisher also postponed their decision about our game to their next greenlight meeting, so we counted them out, too.
The smaller publisher, however, started exhibiting increased activity. They wanted more info about our budget, a playable demo, and to do their own focus group testing. It looks promising.
If this does not work out, though, we have a problem. The only other option would be to try to persuade our investor to back the whole game by himself – not very likely – or to find a co-investor. We tried contacting a few people, but it didn’t look good. One investment banker from London told us in no uncertain terms that PC and consoles are dead, and if we’re not making a free-to-play MMO for iPad, we’ve got no chance. This is, of course, rubbish, but being right is little help to us.
So that’s where we stand. We believe in our game, but selling a novel concept to publishers is difficult. Welcome to the exciting world of game development!
The grand finale of this story will start next month. But before that, we have prepared a kind of Christmas present for all of you: the first official TEASER video, a new teaser website, and the official name for our new RPG – Kingdom Come: Deliverance!
Kingdom Come: Deliverance - Open World RPG
Kingdom Come: Deliverance is first-person, open-world realistic RPG set in medieval Europe. Enjoy unique melee combat, castle sieges, battles and quests in this epic RPG.
Friday - November 22, 2013
Warhorse - Worldwide Pitching Tour 2013
The blog on Warhorse has been updated today with more information on the developers pitching the game to various publishers.
To sum it all up, we had a good feeling at the end of the day. There was only one clear NO. A few more NOs came due to issues at the publishers (other RPGs in their portfolios, bad financial situations…), but the game went down very well. With several publishers we pretty much got to the second round of talks and we even had interest from people we had gone to practically just on the off-chance. More than half of the meetings ended with a promise of further talks and some turned out very promising indeed.
But it wasn’t all rosy. Quite often we heard the criticism that the game didn’t look epic enough and the hero wasn’t cool enough and looked a bit square. Our hero isn’t a boring character – the mistake was that we chose the beginning of the game, where the majority of heroes in RPGs are starting from the bottom.
The fact that our game isn't a fantasy game and it could be an issue came up a few times and once it totally ruined our chances. On the other hand, in at least two cases it was a huge plus. The presentation itself basically went down well. The game didn't crash, everything worked and the reactions to my explanations seemed good and our answers to queries were satisfactory. According to our sources, no one had any problem or concerns about our ability to get the game finished.
Out of a total of about 15 meetings, at least 8 publishers are supposed to follow up. Something's got to come out of that…
Saturday - September 28, 2013
Warhorse - Developer Blog Update
The Warhorse developer blog has a new update about company disagreements, and the games pre-demo.
A strict deadline for all things to come together invariably leads to “funny” situations. You may for example have fully functional pathfinding and a completely operational crafting minigame and when combined into a single whole, both will stop working for some unfathomable reason. The likeness of that happening increases with the number of systems that are being joined together, as a result, when everything is merged, nothing works.
It goes without saying that the bar goes up as well. You stop overlooking “tiny” glitches like clipping (graphics that vanish when they get too close to camera) in combat. It didn’t bother anybody so far, everyone was happy that it’s possible to fight at all and we saw superficial stuff, like two weapons intersecting each other, as something to be fixed later. But when you show the game to somebody, the clipping and the weapons intersecting each other are the first things they’re going to notice in combat. It doesn’t matter that no other game ever had combat like this: it flickers and looks unfinished, so it must be rubbish.
And when you try to fix those things, you learn that you need a new version of the engine that’s going to be released in a month, i.e. about a week too late for your demo. And what now? You have to start hacking. Doing that, the enemy AI starts to behave strangely and you come a long way on your downward spiral. People get nervous and start quarrelling. So besides being nervous yourself, being a boss, you have to be a company shrink for the rest of the team to put their minds at ease.
Read this link for more information as I can't fit the whole post.
Wednesday - August 07, 2013
Warhorse - Pitching the Game
The blog on Warhorse has been updated last week with more information on how the game has been pitched to potential publishers and what was involved in getting there.
If you want to be successful, you have to know how to sell yourself. You know the drill: Elevator pitch, describe your project in one sentence, what are the most important features of your game… If you want your game to see the light of day eventually, you have to have all the answers at the ready. For some games, based on one or two central ideas, this can be done more-or-less easily, but it’s a daunting task for an RPG where the combination of everything that goes in is more important than any single part.
The easy answer is, of course, saying: “Our game is Like XXX, but better…” Even allowing that it’s true, it’s still a pretty pathetic thing to say. Or you can try to get your point across as you would to your buddies over a pint, but this is very risky – is the person across the table going to be on the same wavelength as your buddy? What are his tastes? Is he going to be more impressed by passion, trendy superficial slogans, or by sales statistics of similar games?
That was my biggest worry in the month leading to our trip and it made my head hurt. To think that you can ruin months of effort of many people by one ill-chosen word, misjudging your partners and their preferences, that’s awful.
The biggest problem I saw in our pitch was the very fact we are making an RPG and a realistic one to boot. For some reasons publishers do not like RPGs and try to avoid them, even though when one is published, it usually sells well enough if half decent. For this reason I put some slides at the beginning of our presentation with the aim to persuade the publishers it would be a mistake to look down on our “adult” RPG. Creating these slides was pretty hard though. Eventually they included half a dozen pictures, including e.g. 1960’s Batman and today’s Batman, or Red Sonja dueling Arnie and a poster for Game of Thrones. They were to communicate a clear message: our game is Game of Thrones, while other RPGs are Red Sonjas! Surely, there are fans who like Sonja, but most people will understand what I’m trying to tell them.
I went through a sort of first round of pitching at last year’s Gamescom when sharing info about our game with some people. The first of them, even before I started, told me: “If it’s not a Skyrim killer, there’s no point in showing it…” That felt good even though I was a bit surprised: it appears as if a few million units sold changes RPG genre’s perception among publishers and it’s going to be easier. It was. But was my defense of the genre useless? It depends. When pitching our prototype for real, I made this bit shorter, but didn’t remove it completely.
Wednesday - June 26, 2013
Warhorse - Looking Back
The official blog for Warhorse has been updated. The post defines the developers future goals, and gives details about the RPG.
Long time no see! We’ve been silent for five long months, and you’re sure to wonder why. What was going on here? Why this long pause? To put it simply: we’ve been quite busy. We were finalizing the game prototype for a Publisher pitch that our future basically hinged on, so we were focusing on that and blogs unfortunately had to be sidelined. Besides, we didn’t want to publish too much information at that important moment as it’s certainly better when your potential partner learns the salient facts from you directly and doesn’t have to hunt for them on social media. Now we finally have some time so I’ll try to catch up and write an account of what was going on here.
As you may know, we are a startup financed by a private angel investor. We received funding for development of a prototype to demonstrate to Publishers. If they’re interested, (i.e. willing to finance at least some of the development and publish the game), we move from prototype development to full production and you’ll get your game. If they’re not interested, we don’t move anywhere and you’ll get nothing and we’re out of business. Of course, there are other alternatives, like Kickstarter, but this is not what we’re focusing on right now.
The last few months were the period when we were finishing the prototype and then we went on a ‘world tour’ of Publishers’ offices, so as you can imagine we were quite occupied! But let’s not get ahead of ourselves, now we want to talk about the process of finishing the prototype and the report from our tour will be on the menu for next time.
Our original plan was to develop the prototype in 15 months, and given our original commencement day this was supposed to fall on September/October 2012. Unfortunately, there were some delays when starting the company, and the deadline shifted to Christmas 2012 and we didn’t realize at first that you can’t actually sell anything but trees, turkeys and trinkets at this time of the year. We shifted our deadline to February and that gave us space to improve the thing (and it also cost us some extra money).
And what are we calling a prototype? What have we been doing for the past year and a half? We managed to do quite a lot and surprisingly (this being a game project) we even surpassed our original plan in some respects.
Wednesday - March 27, 2013
Warhorse - Video Footage
Information aboutKingdom Come: Deliverance
Developer: Warhorse Studios
Play-time: 40-60 hours
Regions & platforms
· Platform: PC
· Expected at 2015-12-25
· Publisher: Unknown